File credits

Donation Points system

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Changelogs

Version 1.8

- Fixed trying to save the game on a new game when it's disabled
- Fixed trying to save the game when a script package is on the player
- Fixed timer countdown running twice in each frame
- Fixed minimum health check
- Autosave timer and cooldown is now reset after any save takes place
- Autosave timer only runs when in main game mode
- Setting Autosave frequency to 0 will disable it
- Settings are now saved automatically when changing them in the MCM menu

Version 1.7

Fixed minimum health percentage slider in MCM menu

Optimized script (hopefully fixes stuttering)

Added illegal character filtering for filenames

Version 1.6

Fixed Lutana version detection bug. Thanks to RoyBatterian

Version

CASM:NV 1.0.0 - 7th November 2010

- Initial release
- Compiled with NVSE v1.0 beta 1

CASM:NV 1.0.1 - 7th November 2010

- Save interval menu now functions as expected
- Quicksaving message now works

CASM:NV 1.0.2 - 7th November 2010

- Autosaving now works

CASM:NV 1.0.2b - 10th November 2010

- Compiled with NVSE 1.0 beta 4 to support New Vegas' 1.2.0.285 patch

Version 1.10

- Fixed the issue with the autosaves. Had forgotten to uncomment the timers in the script.

Version 1.11

- Removed the constant console output.

Version 1.50

- Added multiple new options for when to create saves
- Made console output optional
- Added ability to save and load an INI file
- Added two new save types

Version 1.51

- Fixed bug in the MCM script that kept the menu from showing up. Whoops.

Version 1.52

- Fixed issue with co-save bloat due to incorrect string destruction
- Now loads settings on game start (also across saves)
- Fixed mouse over text in MCM menu

Version 1.53

- Fixed Default settings when no INI present

Version 1.54

- Fixed Default minimum health percent to 20 instead of 0.2
- Removed non-standard data NXMM added to the fomod script which prevented it from working in FOMM

DESCRIPTION:Inspired by vivanto's AutoSave Manager for Skyrim, I went back and updated this mod for the first time in 2 years since the release. It now has most of the features of the Skyrim version, brought back in time to Fallout: New Vegas.

This takes the best of CASM and combines it with MCM for easy and quick configuration of all settings on one page. On top of just reconfiguring CASM to use MCM, I added back a few of the features from the Fallout 3 version.New features include saving on:

Sleep/Wait

Fast Travel

Entering and exiting buildings

Quest Completion

Location Discovery

Reaching previously discovered locations ǂ

Leaving Combat

Completing Challenges

Crafting Items

Picking Locks

Hacking Terminals

Picking Pockets

There are now also several different save types to choose from.Autosave:Autosaves use a limited number of slots that are shared between all characters. They are nearly identical to the vanilla autosaves, except that you can have more of them.Incremental Save:An Incremental Save is exactly like the original way CASM made saves, with the exception of the save starting with the character's name now, instead of a profile. This means that each character gets its own set, no need to remember to set a profile up when you make a new character. Options are still up to 50 saves.Full Save:A Full Save is a unique save that will never be overwritten. The naming of a full save is as follows:Character Name - Level - Location - Date - Time

Save/Load INI:This option lets you save your settings to an INI file, and reload them from any other save. This is simply a time saving option so that you can quickly get your settings back when making new characters. There is only one INI, so saving a new set of options will overwrite the old one. There is no prompt to ensure you want to overwrite.

ǂ Location reached discovery is a bit aggressive in detecting locations reached. It looks for nearby discovered map markers, and if you get within a certain range it will create a save. I suggest you leave this as an autosave, and if using it set your save delay to 30 seconds or more, to avoid having it run over all of your autosaves.

ADDITIONAL:Combat end detection is broken due to the functions it uses not working. I guess this has always been the case, and it's never been noticed, but I feel I need to point it out. The option still exists due to my desire to not have to rearrange the MCM again, as well as the hope I can get it working in the future.